Prerequisite: Strength, or dexterity 13 or higher. Requires Monk level 5 or higher
You’ve mastered the skills necessary to hold your own in close-quarters grappling and clinch fighting. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed the creature is restrained until the grapple ends.
- You have advantage on grappling checks, and to reflect your martial training you may use athletics or acrobatics.
- If you are grappled by an enemy that has no training in grappling, you may use a bonus action to attempt to break the grapple, or a full action to reverse it. This requires a grapple check contest (athletics or acrobatics) between the user and the opponent.
- After the grapple has begun on any following successful grapple contests against your opponent, (acrobatics or athletics check) you can choose one ability from below to add to your grappling effect.
- Head slam: after taking hold of the opponent, you attempt to sweep their leg(s) from under them and slam their head into the ground. The opponent takes 2d4 bludgeoning damage and must make a DC constitution saving throw. On a failure the creature is stunned for one turn. On a success the creature is not stunned.
- Shoulder throw: you take hold of the opponent and attempt to throw them over your shoulder and slam them to the ground. The opponent takes 2d4 bludgeoning damage and is immediately knocked prone. Additionally, you can throw the enemy into a space up to 10 feet away from you.
- Submission hold: You and the target are both restrained. You attempt to hyper-extend one of the opponent’s joints, causing extreme pain. The opponent takes 3d8 bludgeoning damage. The submission hold can be held for more than one round, causing an additional 1d8 damage every turn until the grapple is ended. The character must use its action to hold the submission beyond one round, but this requires an grapple contest each round. If a creature succeeds in this contest it breaks the submission but it is still grappled. If you succeed you may attempt the following maneuvers as part of maintaining the submission.
- Crippling dislocation: you attempt a joint lock aimed at dislocating one an opponent’s leg joints (hip, ankle or knee). The target takes 2d4 bludgeoning damage and must make a DC 12 constitution saving throw, on a failure their movement speed is halved for 1 minute. On a success the creature is not injured but still take the 2d4 damage. Opponents who have dislocations on both legs/knees have a movement speed of zero. Opponents with dislocated limbs can roll a medicine check each turn to reduce their dislocated limb. Check with the DM to determine the DC for this medicine check.
- Disarming dislocation: you attempt a joint lock aimed at dislocating one of an opponent’s arm joints (shoulder, elbow or wrist). The target takes 2d4 bludgeoning damage and must make a DC 12 constitution saving throw, on a failure they drop whatever they are holding in that arm. On a success the creature is not injured but still takes the 2d4 damage.For 1 minute, any attack actions the target makes with that arm do half damage. Target can attempt a medicine check to realign their joint before the 1 minute elapses. Check with the DM to determine the DC for this medicine check.
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Posted Aug 8, 2020I am looking for feedback on this one. please let me hear your thoughts on balance etc. This is heavily based on the Judo homebrew feats. they just didn't quite have the feel I wanted.